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Join Date: Mar 2018
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Quote:
I wanted to look at an alternative rule for shields, I think along the lines of what Tippets is referring to. What happens if shields "block" attacks, rather than contributing directly to damage resistance? For example, a large shield would not stop 2 hits of damage, but would instead allow the target to make theselves harder to hit, and reduce the attacker's DX by 2. What effects would this variant produce on combat? This is just a form of playtesting one aspect of that idea. The graphs below simulate different attackers, against a defender with a large shield, under both regular TFT and this Blocking rule. Attackers are equipped with ST-appropriate swords. The first graph shows expected Damage per Turn (the average amount of damage per hit times the probability of a hit). The blocking rule means that, compared to RAW, targets take somewhat more damage per turn from high DX attackers, and less from low DX ones. https://www.dropbox.com/s/ojpmeb2yf8...d_DpT.png?dl=0 The next graph shows the probability an attacker will deliver a KO blow of 8+ damage, after any shield damage reduction (although there is none for the blocking rule). https://www.dropbox.com/s/ldp7w1h6z2..._KOpT.png?dl=0 The blocking rule is actually less effective than the standard rule against most attackers in preventing KO blows. While I don't think the general pattern is surprising -- that blocking hinders low more than high DX attackers -- I was surprised to see the two rules produce largely simlar effects, at least to my eye. If anything it seems like the blocking rule makes shields a little less effective in most circumstances. However, what these sims don't consider is the indirect effects of the DX penalty, eg acting later in the turn. Hope that makes sense. If there are other sims you want to try let me know. Last edited by RobW; 08-09-2021 at 05:26 AM. |
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